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<title>Sizebox: Lua.Entity Class Reference</title>
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<div class="header">
  <div class="summary">
<a href="#pub-methods">Public Member Functions</a> &#124;
<a href="#pub-static-methods">Static Public Member Functions</a> &#124;
<a href="#properties">Properties</a> &#124;
<a href="class_lua_1_1_entity-members.html">List of all members</a>  </div>
  <div class="headertitle">
<div class="title">Lua.Entity Class Reference</div>  </div>
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<p>A <a class="el" href="class_lua_1_1_entity.html" title="A Entity represents Characters and Objects">Entity</a> represents Characters and Objects  
 <a href="class_lua_1_1_entity.html#details">More...</a></p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:a422af2c756caecc01bad49a14ba5da7f"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a422af2c756caecc01bad49a14ba5da7f">Delete</a> ()</td></tr>
<tr class="memdesc:a422af2c756caecc01bad49a14ba5da7f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Safely deletes the entity (don't deletes the player).  <a href="class_lua_1_1_entity.html#a422af2c756caecc01bad49a14ba5da7f">More...</a><br /></td></tr>
<tr class="separator:a422af2c756caecc01bad49a14ba5da7f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a4ec9fe7962ad6a301c33253c735aedae"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a4ec9fe7962ad6a301c33253c735aedae">DistanceTo</a> (<a class="el" href="class_lua_1_1_entity.html">Entity</a> target)</td></tr>
<tr class="memdesc:a4ec9fe7962ad6a301c33253c735aedae"><td class="mdescLeft">&#160;</td><td class="mdescRight">Calculate the relative distance to a target.  <a href="class_lua_1_1_entity.html#a4ec9fe7962ad6a301c33253c735aedae">More...</a><br /></td></tr>
<tr class="separator:a4ec9fe7962ad6a301c33253c735aedae"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad341a3f8e110857d06111b8b6f29d646"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#ad341a3f8e110857d06111b8b6f29d646">DistanceTo</a> (<a class="el" href="class_lua_1_1_vector3.html">Vector3</a> point)</td></tr>
<tr class="memdesc:ad341a3f8e110857d06111b8b6f29d646"><td class="mdescLeft">&#160;</td><td class="mdescRight">Calculate the relative distance to a point.  <a href="class_lua_1_1_entity.html#ad341a3f8e110857d06111b8b6f29d646">More...</a><br /></td></tr>
<tr class="separator:ad341a3f8e110857d06111b8b6f29d646"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a2e06bf904c49f705ac361e1538365e2e"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_lua_1_1_entity.html">Entity</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a2e06bf904c49f705ac361e1538365e2e">FindClosestMicro</a> ()</td></tr>
<tr class="memdesc:a2e06bf904c49f705ac361e1538365e2e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the closes Micro <a class="el" href="class_lua_1_1_entity.html" title="A Entity represents Characters and Objects">Entity</a>. It can also return the player.  <a href="class_lua_1_1_entity.html#a2e06bf904c49f705ac361e1538365e2e">More...</a><br /></td></tr>
<tr class="separator:a2e06bf904c49f705ac361e1538365e2e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac7eac4ebcb1fe784ab5c06eed7885cf7"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_lua_1_1_entity.html">Entity</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#ac7eac4ebcb1fe784ab5c06eed7885cf7">FindClosestGiantess</a> ()</td></tr>
<tr class="memdesc:ac7eac4ebcb1fe784ab5c06eed7885cf7"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the closes Giantess <a class="el" href="class_lua_1_1_entity.html" title="A Entity represents Characters and Objects">Entity</a>. It can also return the player.  <a href="class_lua_1_1_entity.html#ac7eac4ebcb1fe784ab5c06eed7885cf7">More...</a><br /></td></tr>
<tr class="separator:ac7eac4ebcb1fe784ab5c06eed7885cf7"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a27a8d5461e9d6890e085b06e2d00f6bd"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a27a8d5461e9d6890e085b06e2d00f6bd">isHumanoid</a> ()</td></tr>
<tr class="memdesc:a27a8d5461e9d6890e085b06e2d00f6bd"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns true if the entity is a humanoid character.  <a href="class_lua_1_1_entity.html#a27a8d5461e9d6890e085b06e2d00f6bd">More...</a><br /></td></tr>
<tr class="separator:a27a8d5461e9d6890e085b06e2d00f6bd"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af72e042e1fd05c66abceebb49ec2caf4"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#af72e042e1fd05c66abceebb49ec2caf4">isGiantess</a> ()</td></tr>
<tr class="memdesc:af72e042e1fd05c66abceebb49ec2caf4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns true if the entity is a giantess (.gts).  <a href="class_lua_1_1_entity.html#af72e042e1fd05c66abceebb49ec2caf4">More...</a><br /></td></tr>
<tr class="separator:af72e042e1fd05c66abceebb49ec2caf4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af7b9099c16b719f42e4fdfd82661d259"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#af7b9099c16b719f42e4fdfd82661d259">isPlayer</a> ()</td></tr>
<tr class="memdesc:af7b9099c16b719f42e4fdfd82661d259"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns true if this entity is player controlled (micro or giantess).  <a href="class_lua_1_1_entity.html#af7b9099c16b719f42e4fdfd82661d259">More...</a><br /></td></tr>
<tr class="separator:af7b9099c16b719f42e4fdfd82661d259"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5eaa128b6b8cf4aeb7f219edd030d61e"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a5eaa128b6b8cf4aeb7f219edd030d61e">isMicro</a> ()</td></tr>
<tr class="memdesc:a5eaa128b6b8cf4aeb7f219edd030d61e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns true if the entity is a micro (.micro)  <a href="class_lua_1_1_entity.html#a5eaa128b6b8cf4aeb7f219edd030d61e">More...</a><br /></td></tr>
<tr class="separator:a5eaa128b6b8cf4aeb7f219edd030d61e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1bf50f8db78480e10f40a71e44480e21"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a1bf50f8db78480e10f40a71e44480e21">BE</a> (float speed)</td></tr>
<tr class="memdesc:a1bf50f8db78480e10f40a71e44480e21"><td class="mdescLeft">&#160;</td><td class="mdescRight">Adds a Breast Expansion action at the end of the action queue.  <a href="class_lua_1_1_entity.html#a1bf50f8db78480e10f40a71e44480e21">More...</a><br /></td></tr>
<tr class="separator:a1bf50f8db78480e10f40a71e44480e21"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac8dfc303d378e4e805c5ba3f38f49c59"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#ac8dfc303d378e4e805c5ba3f38f49c59">BE</a> (float speed, float time)</td></tr>
<tr class="memdesc:ac8dfc303d378e4e805c5ba3f38f49c59"><td class="mdescLeft">&#160;</td><td class="mdescRight">Adds a Breast Expansion action at the end of the action queue.  <a href="class_lua_1_1_entity.html#ac8dfc303d378e4e805c5ba3f38f49c59">More...</a><br /></td></tr>
<tr class="separator:ac8dfc303d378e4e805c5ba3f38f49c59"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a92feb21c4219c60a7e5935733302083f"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a92feb21c4219c60a7e5935733302083f">Grow</a> (float factor)</td></tr>
<tr class="memdesc:a92feb21c4219c60a7e5935733302083f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Adds a <b>priority</b> Grow action at the <b>beginning</b> of the action queue.  <a href="class_lua_1_1_entity.html#a92feb21c4219c60a7e5935733302083f">More...</a><br /></td></tr>
<tr class="separator:a92feb21c4219c60a7e5935733302083f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac574fce9abb6f90e7f7675be74838964"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#ac574fce9abb6f90e7f7675be74838964">Grow</a> (float factor, float time)</td></tr>
<tr class="memdesc:ac574fce9abb6f90e7f7675be74838964"><td class="mdescLeft">&#160;</td><td class="mdescRight">Adds a <b>priority</b> Grow action at the <b>beginning</b> of the action queue.  <a href="class_lua_1_1_entity.html#ac574fce9abb6f90e7f7675be74838964">More...</a><br /></td></tr>
<tr class="separator:ac574fce9abb6f90e7f7675be74838964"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0007133219ff5ec24e9eecf6a9d2dd50"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a0007133219ff5ec24e9eecf6a9d2dd50">GrowAndWait</a> (float factor, float time)</td></tr>
<tr class="memdesc:a0007133219ff5ec24e9eecf6a9d2dd50"><td class="mdescLeft">&#160;</td><td class="mdescRight">Adds a regular Grow action at the end of the action queue.  <a href="class_lua_1_1_entity.html#a0007133219ff5ec24e9eecf6a9d2dd50">More...</a><br /></td></tr>
<tr class="separator:a0007133219ff5ec24e9eecf6a9d2dd50"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5d6cfb68967adf948db2b6c09d7dfd38"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a5d6cfb68967adf948db2b6c09d7dfd38">MoveTo</a> (<a class="el" href="class_lua_1_1_vector3.html">Vector3</a> destination)</td></tr>
<tr class="memdesc:a5d6cfb68967adf948db2b6c09d7dfd38"><td class="mdescLeft">&#160;</td><td class="mdescRight">The entity will walk to a designed point.  <a href="class_lua_1_1_entity.html#a5d6cfb68967adf948db2b6c09d7dfd38">More...</a><br /></td></tr>
<tr class="separator:a5d6cfb68967adf948db2b6c09d7dfd38"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a307f39e2316f0c4246604ba5ce5b749e"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a307f39e2316f0c4246604ba5ce5b749e">MoveTo</a> (<a class="el" href="class_lua_1_1_entity.html">Entity</a> targetEntity)</td></tr>
<tr class="memdesc:a307f39e2316f0c4246604ba5ce5b749e"><td class="mdescLeft">&#160;</td><td class="mdescRight">The entity will walk towards another target entity, and stop when it reaches it.  <a href="class_lua_1_1_entity.html#a307f39e2316f0c4246604ba5ce5b749e">More...</a><br /></td></tr>
<tr class="separator:a307f39e2316f0c4246604ba5ce5b749e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab4f0e1c31b16110cdadb7479ba008423"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#ab4f0e1c31b16110cdadb7479ba008423">Chase</a> (<a class="el" href="class_lua_1_1_entity.html">Entity</a> target)</td></tr>
<tr class="memdesc:ab4f0e1c31b16110cdadb7479ba008423"><td class="mdescLeft">&#160;</td><td class="mdescRight">Chase the target entity while evading objects.  <a href="class_lua_1_1_entity.html#ab4f0e1c31b16110cdadb7479ba008423">More...</a><br /></td></tr>
<tr class="separator:ab4f0e1c31b16110cdadb7479ba008423"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a442bfc9dcbb33b4fa3922a59357a8723"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a442bfc9dcbb33b4fa3922a59357a8723">Face</a> (<a class="el" href="class_lua_1_1_entity.html">Entity</a> target)</td></tr>
<tr class="memdesc:a442bfc9dcbb33b4fa3922a59357a8723"><td class="mdescLeft">&#160;</td><td class="mdescRight">Face the target.  <a href="class_lua_1_1_entity.html#a442bfc9dcbb33b4fa3922a59357a8723">More...</a><br /></td></tr>
<tr class="separator:a442bfc9dcbb33b4fa3922a59357a8723"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a32545d25ff6935a006bdb6b5ad45ad9a"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a32545d25ff6935a006bdb6b5ad45ad9a">Seek</a> (<a class="el" href="class_lua_1_1_entity.html">Entity</a> target, float duration=0, float separation=-1)</td></tr>
<tr class="memdesc:a32545d25ff6935a006bdb6b5ad45ad9a"><td class="mdescLeft">&#160;</td><td class="mdescRight">The entity will seek toward another target until the time runs out or it is close enough. Used in the "Follow" command.  <a href="class_lua_1_1_entity.html#a32545d25ff6935a006bdb6b5ad45ad9a">More...</a><br /></td></tr>
<tr class="separator:a32545d25ff6935a006bdb6b5ad45ad9a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1a0205dc1d6ab6ac54679970885490f9"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a1a0205dc1d6ab6ac54679970885490f9">Seek</a> (<a class="el" href="class_lua_1_1_vector3.html">Vector3</a> <a class="el" href="class_lua_1_1_entity.html#ad8bd97d98fddc9b89f8410512b502c3f">position</a>, float duration=0, float separation=-1)</td></tr>
<tr class="memdesc:a1a0205dc1d6ab6ac54679970885490f9"><td class="mdescLeft">&#160;</td><td class="mdescRight">The entity will seek toward a position for the specified amount of time (in seconds).  <a href="class_lua_1_1_entity.html#a1a0205dc1d6ab6ac54679970885490f9">More...</a><br /></td></tr>
<tr class="separator:a1a0205dc1d6ab6ac54679970885490f9"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa4d1d044edd1f9b9dfb4b310c49b8761"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#aa4d1d044edd1f9b9dfb4b310c49b8761">Wander</a> ()</td></tr>
<tr class="memdesc:aa4d1d044edd1f9b9dfb4b310c49b8761"><td class="mdescLeft">&#160;</td><td class="mdescRight">The entity will wander without stopping.  <a href="class_lua_1_1_entity.html#aa4d1d044edd1f9b9dfb4b310c49b8761">More...</a><br /></td></tr>
<tr class="separator:aa4d1d044edd1f9b9dfb4b310c49b8761"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a9858a940de17a0405da24bff1d834970"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a9858a940de17a0405da24bff1d834970">Wander</a> (float time)</td></tr>
<tr class="memdesc:a9858a940de17a0405da24bff1d834970"><td class="mdescLeft">&#160;</td><td class="mdescRight">The entity will wander during the specified amount of time.  <a href="class_lua_1_1_entity.html#a9858a940de17a0405da24bff1d834970">More...</a><br /></td></tr>
<tr class="separator:a9858a940de17a0405da24bff1d834970"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a58a5bb200f7182dea5e622f036f05bf3"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a58a5bb200f7182dea5e622f036f05bf3">Wait</a> (float time)</td></tr>
<tr class="memdesc:a58a5bb200f7182dea5e622f036f05bf3"><td class="mdescLeft">&#160;</td><td class="mdescRight">The entity will wait for the specified amount of time.  <a href="class_lua_1_1_entity.html#a58a5bb200f7182dea5e622f036f05bf3">More...</a><br /></td></tr>
<tr class="separator:a58a5bb200f7182dea5e622f036f05bf3"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af1290dfaf8e3da8c2adb7279359bf036"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#af1290dfaf8e3da8c2adb7279359bf036">Flee</a> (<a class="el" href="class_lua_1_1_entity.html">Entity</a> target, float time)</td></tr>
<tr class="memdesc:af1290dfaf8e3da8c2adb7279359bf036"><td class="mdescLeft">&#160;</td><td class="mdescRight">The entity will flee from the target during the specified amount of time. A time of 0 will make it unlimited.  <a href="class_lua_1_1_entity.html#af1290dfaf8e3da8c2adb7279359bf036">More...</a><br /></td></tr>
<tr class="separator:af1290dfaf8e3da8c2adb7279359bf036"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a334e63b56e1c78e6dbebd4dd9c48a69e"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a334e63b56e1c78e6dbebd4dd9c48a69e">Flee</a> (<a class="el" href="class_lua_1_1_vector3.html">Vector3</a> <a class="el" href="class_lua_1_1_entity.html#ad8bd97d98fddc9b89f8410512b502c3f">position</a>, float time)</td></tr>
<tr class="memdesc:a334e63b56e1c78e6dbebd4dd9c48a69e"><td class="mdescLeft">&#160;</td><td class="mdescRight">The entity will flee from the position during the specified amount of time. A time of 0 will make it unlimited.  <a href="class_lua_1_1_entity.html#a334e63b56e1c78e6dbebd4dd9c48a69e">More...</a><br /></td></tr>
<tr class="separator:a334e63b56e1c78e6dbebd4dd9c48a69e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a72e0a626a062ba116cf62cfeb77f87f8"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_lua_1_1_vector3.html">Vector3</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a72e0a626a062ba116cf62cfeb77f87f8">FindRandomBuilding</a> (<a class="el" href="class_lua_1_1_entity.html">Entity</a> self)</td></tr>
<tr class="memdesc:a72e0a626a062ba116cf62cfeb77f87f8"><td class="mdescLeft">&#160;</td><td class="mdescRight">This function a random location of a structure close to the gts  <a href="class_lua_1_1_entity.html#a72e0a626a062ba116cf62cfeb77f87f8">More...</a><br /></td></tr>
<tr class="separator:a72e0a626a062ba116cf62cfeb77f87f8"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5690c11c287139f6d5b5171f5d4189e9"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a5690c11c287139f6d5b5171f5d4189e9">Wreck</a> ()</td></tr>
<tr class="memdesc:a5690c11c287139f6d5b5171f5d4189e9"><td class="mdescLeft">&#160;</td><td class="mdescRight">The enitity will aggressively stomp in an attempt to wreck everything  <a href="class_lua_1_1_entity.html#a5690c11c287139f6d5b5171f5d4189e9">More...</a><br /></td></tr>
<tr class="separator:a5690c11c287139f6d5b5171f5d4189e9"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af93c20b6cca387d60a5368c079ae65ef"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#af93c20b6cca387d60a5368c079ae65ef">StandUp</a> ()</td></tr>
<tr class="memdesc:af93c20b6cca387d60a5368c079ae65ef"><td class="mdescLeft">&#160;</td><td class="mdescRight">Orders a crushed micro to stand up. Note that entities stop all behaviors when crushed. So this method is only useful when called from other entity's behavior or a global script.  <a href="class_lua_1_1_entity.html#af93c20b6cca387d60a5368c079ae65ef">More...</a><br /></td></tr>
<tr class="separator:af93c20b6cca387d60a5368c079ae65ef"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0a8058c8b504215e492471b4e7d557d4"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a0a8058c8b504215e492471b4e7d557d4">Stomp</a> (<a class="el" href="class_lua_1_1_entity.html">Entity</a> target)</td></tr>
<tr class="memdesc:a0a8058c8b504215e492471b4e7d557d4"><td class="mdescLeft">&#160;</td><td class="mdescRight">If the entity is a giantess, she will stomp a target entity.  <a href="class_lua_1_1_entity.html#a0a8058c8b504215e492471b4e7d557d4">More...</a><br /></td></tr>
<tr class="separator:a0a8058c8b504215e492471b4e7d557d4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad6c8d1dc736aeea69e734d3c1e884343"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#ad6c8d1dc736aeea69e734d3c1e884343">Stomp</a> (<a class="el" href="class_lua_1_1_vector3.html">Vector3</a> target)</td></tr>
<tr class="memdesc:ad6c8d1dc736aeea69e734d3c1e884343"><td class="mdescLeft">&#160;</td><td class="mdescRight">If the entity is a giantess, she will stomp a target point.  <a href="class_lua_1_1_entity.html#ad6c8d1dc736aeea69e734d3c1e884343">More...</a><br /></td></tr>
<tr class="separator:ad6c8d1dc736aeea69e734d3c1e884343"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6ddff7e7a95c85ba34bee6b8b5c4ee93"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a6ddff7e7a95c85ba34bee6b8b5c4ee93">Grab</a> (<a class="el" href="class_lua_1_1_entity.html">Entity</a> target)</td></tr>
<tr class="memdesc:a6ddff7e7a95c85ba34bee6b8b5c4ee93"><td class="mdescLeft">&#160;</td><td class="mdescRight">If the entity is a giantess will grab a target.  <a href="class_lua_1_1_entity.html#a6ddff7e7a95c85ba34bee6b8b5c4ee93">More...</a><br /></td></tr>
<tr class="separator:a6ddff7e7a95c85ba34bee6b8b5c4ee93"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a29cdb052c5422873a708c8080039cb4b"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a29cdb052c5422873a708c8080039cb4b">LookAt</a> (<a class="el" href="class_lua_1_1_entity.html">Entity</a> target)</td></tr>
<tr class="memdesc:a29cdb052c5422873a708c8080039cb4b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Not to be confused with <a class="el" href="class_lua_1_1_transform.html#a1e722de9c3eacff82477ab7684a67553" title="Not to be confused with Entity.LookAt Rotates the transform so the forward vector points at /target/&#39;...">Transform.LookAt</a> If the entity is a giantess it will look towards a target. If the target is nil the giantess will return to default looking behaviour  <a href="class_lua_1_1_entity.html#a29cdb052c5422873a708c8080039cb4b">More...</a><br /></td></tr>
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<tr class="memitem:a23180e62c487b6c3923e39b3be84b291"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a23180e62c487b6c3923e39b3be84b291">EquipRaygun</a> ()</td></tr>
<tr class="memdesc:a23180e62c487b6c3923e39b3be84b291"><td class="mdescLeft">&#160;</td><td class="mdescRight">If the entity is an NPC micro, will equip raygun if it is currently unequipped.  <a href="class_lua_1_1_entity.html#a23180e62c487b6c3923e39b3be84b291">More...</a><br /></td></tr>
<tr class="separator:a23180e62c487b6c3923e39b3be84b291"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aaa24b31446f5c0087faa4030f91e80ac"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#aaa24b31446f5c0087faa4030f91e80ac">EquipSMG</a> ()</td></tr>
<tr class="memdesc:aaa24b31446f5c0087faa4030f91e80ac"><td class="mdescLeft">&#160;</td><td class="mdescRight">If the entity is an NPC micro, will equip SMG if it is currently unequipped.  <a href="class_lua_1_1_entity.html#aaa24b31446f5c0087faa4030f91e80ac">More...</a><br /></td></tr>
<tr class="separator:aaa24b31446f5c0087faa4030f91e80ac"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1a4cc3d2425ef3527ab0692f4c2a9ca3"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a1a4cc3d2425ef3527ab0692f4c2a9ca3">UnequipGun</a> ()</td></tr>
<tr class="memdesc:a1a4cc3d2425ef3527ab0692f4c2a9ca3"><td class="mdescLeft">&#160;</td><td class="mdescRight">If the entity is an NPC micro, will unequip gun if it currently has one equipped.  <a href="class_lua_1_1_entity.html#a1a4cc3d2425ef3527ab0692f4c2a9ca3">More...</a><br /></td></tr>
<tr class="separator:a1a4cc3d2425ef3527ab0692f4c2a9ca3"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac47475b1b0342f1e6ce52aca2eec7f38"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#ac47475b1b0342f1e6ce52aca2eec7f38">Aim</a> (<a class="el" href="class_lua_1_1_entity.html">Entity</a> target)</td></tr>
<tr class="memdesc:ac47475b1b0342f1e6ce52aca2eec7f38"><td class="mdescLeft">&#160;</td><td class="mdescRight">If the entity is an NPC micro, will aim at target. If target is null, will stop aiming  <a href="class_lua_1_1_entity.html#ac47475b1b0342f1e6ce52aca2eec7f38">More...</a><br /></td></tr>
<tr class="separator:ac47475b1b0342f1e6ce52aca2eec7f38"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aadc969ba1387cf03d80b8432705f0750"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#aadc969ba1387cf03d80b8432705f0750">StopAiming</a> ()</td></tr>
<tr class="memdesc:aadc969ba1387cf03d80b8432705f0750"><td class="mdescLeft">&#160;</td><td class="mdescRight">If the entity is an NPC micro, will stop aiming  <a href="class_lua_1_1_entity.html#aadc969ba1387cf03d80b8432705f0750">More...</a><br /></td></tr>
<tr class="separator:aadc969ba1387cf03d80b8432705f0750"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a3a5c197d31f8834f8ed67f71c6157719"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a3a5c197d31f8834f8ed67f71c6157719">StartFiring</a> ()</td></tr>
<tr class="memdesc:a3a5c197d31f8834f8ed67f71c6157719"><td class="mdescLeft">&#160;</td><td class="mdescRight">If the entity is an NPC micro will start firing, and aiming if not doing so already, if there it has an aim target.  <a href="class_lua_1_1_entity.html#a3a5c197d31f8834f8ed67f71c6157719">More...</a><br /></td></tr>
<tr class="separator:a3a5c197d31f8834f8ed67f71c6157719"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a4d7809fc03b618624a6d7640674fe646"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a4d7809fc03b618624a6d7640674fe646">StopFiring</a> ()</td></tr>
<tr class="memdesc:a4d7809fc03b618624a6d7640674fe646"><td class="mdescLeft">&#160;</td><td class="mdescRight">If the entity is an NPC micro will stop firing  <a href="class_lua_1_1_entity.html#a4d7809fc03b618624a6d7640674fe646">More...</a><br /></td></tr>
<tr class="separator:a4d7809fc03b618624a6d7640674fe646"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af23f0b36c1b4c778fc7f328490223852"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#af23f0b36c1b4c778fc7f328490223852">Engage</a> (<a class="el" href="class_lua_1_1_entity.html">Entity</a> target=null)</td></tr>
<tr class="memdesc:af23f0b36c1b4c778fc7f328490223852"><td class="mdescLeft">&#160;</td><td class="mdescRight">If the entity is an NPC micro will start chasing and firing (and aiming) at designated target if not doing so already. If no target is provided, will attempt to engage the currently assigned aim target. Sort of an all-in-one command where the entity will reposition themselves if too close to or too far from the target.  <a href="class_lua_1_1_entity.html#af23f0b36c1b4c778fc7f328490223852">More...</a><br /></td></tr>
<tr class="separator:af23f0b36c1b4c778fc7f328490223852"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a9ead5c7d5e821fa285ab065b9cc3185f"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a9ead5c7d5e821fa285ab065b9cc3185f">StopEngaging</a> ()</td></tr>
<tr class="memdesc:a9ead5c7d5e821fa285ab065b9cc3185f"><td class="mdescLeft">&#160;</td><td class="mdescRight">If the entity is an NPC micro will stop chasing and firing  <a href="class_lua_1_1_entity.html#a9ead5c7d5e821fa285ab065b9cc3185f">More...</a><br /></td></tr>
<tr class="separator:a9ead5c7d5e821fa285ab065b9cc3185f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a17d117771166d30924da118c1fed9968"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a17d117771166d30924da118c1fed9968">FireOnce</a> ()</td></tr>
<tr class="memdesc:a17d117771166d30924da118c1fed9968"><td class="mdescLeft">&#160;</td><td class="mdescRight">If the entity is an NPC micro will fire once, and aiming if not doing so already  <a href="class_lua_1_1_entity.html#a17d117771166d30924da118c1fed9968">More...</a><br /></td></tr>
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<tr class="memitem:a6357c0a54e9aa79beb928d079b42aa76"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a6357c0a54e9aa79beb928d079b42aa76">IsDead</a> ()</td></tr>
<tr class="memdesc:a6357c0a54e9aa79beb928d079b42aa76"><td class="mdescLeft">&#160;</td><td class="mdescRight">Checks if the entity is dead.  <a href="class_lua_1_1_entity.html#a6357c0a54e9aa79beb928d079b42aa76">More...</a><br /></td></tr>
<tr class="separator:a6357c0a54e9aa79beb928d079b42aa76"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab25d357d357ab0cf7ff9a2e81aa9cb08"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#ab25d357d357ab0cf7ff9a2e81aa9cb08">IsStuck</a> ()</td></tr>
<tr class="memdesc:ab25d357d357ab0cf7ff9a2e81aa9cb08"><td class="mdescLeft">&#160;</td><td class="mdescRight">Checks if the entity is stuck to giantess. Only applicable to micros.  <a href="class_lua_1_1_entity.html#ab25d357d357ab0cf7ff9a2e81aa9cb08">More...</a><br /></td></tr>
<tr class="separator:ab25d357d357ab0cf7ff9a2e81aa9cb08"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa8688dacb32db168b780597d8f11622b"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#aa8688dacb32db168b780597d8f11622b">IsTargettable</a> ()</td></tr>
<tr class="memdesc:aa8688dacb32db168b780597d8f11622b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Checks if the entity be targeted for crushing. To be targettable it must be a living micro that is not stuck.  <a href="class_lua_1_1_entity.html#aa8688dacb32db168b780597d8f11622b">More...</a><br /></td></tr>
<tr class="separator:aa8688dacb32db168b780597d8f11622b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a4b4bb9870796b854c0d5666c9cba9375"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a4b4bb9870796b854c0d5666c9cba9375">IsCrushed</a> ()</td></tr>
<tr class="memdesc:a4b4bb9870796b854c0d5666c9cba9375"><td class="mdescLeft">&#160;</td><td class="mdescRight">Checks if the entity is crushed. Only applicable to micros. It doesn't matter whether it survived the crush or not. Returns false for deleted entities, even if they were crushed prior to deleting.  <a href="class_lua_1_1_entity.html#a4b4bb9870796b854c0d5666c9cba9375">More...</a><br /></td></tr>
<tr class="separator:a4b4bb9870796b854c0d5666c9cba9375"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6be24874965a4015e7fd8244fa345220"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a6be24874965a4015e7fd8244fa345220">UpdateMeshCollider</a> ()</td></tr>
<tr class="memdesc:a6be24874965a4015e7fd8244fa345220"><td class="mdescLeft">&#160;</td><td class="mdescRight">[Slow operation] Forces the update of the collider. This is a slow operacion, don't update the mesh every frame, don't use inside a loop.  <a href="class_lua_1_1_entity.html#a6be24874965a4015e7fd8244fa345220">More...</a><br /></td></tr>
<tr class="separator:a6be24874965a4015e7fd8244fa345220"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac2bbfd97ccf17d7cd96fb1cf3b3c51e4"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#ac2bbfd97ccf17d7cd96fb1cf3b3c51e4">ShowBreastPhysicsOptions</a> ()</td></tr>
<tr class="memdesc:ac2bbfd97ccf17d7cd96fb1cf3b3c51e4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Shows a UI menu to the user that can be used to alter the breasts physics  <a href="class_lua_1_1_entity.html#ac2bbfd97ccf17d7cd96fb1cf3b3c51e4">More...</a><br /></td></tr>
<tr class="separator:ac2bbfd97ccf17d7cd96fb1cf3b3c51e4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa3ec8ca2693205f43b8e1e620b209018"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#aa3ec8ca2693205f43b8e1e620b209018">PlayAs</a> ()</td></tr>
<tr class="memdesc:aa3ec8ca2693205f43b8e1e620b209018"><td class="mdescLeft">&#160;</td><td class="mdescRight">Transfers player control to this entity, only if it's a playable character.  <a href="class_lua_1_1_entity.html#aa3ec8ca2693205f43b8e1e620b209018">More...</a><br /></td></tr>
<tr class="separator:aa3ec8ca2693205f43b8e1e620b209018"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aad0651348795eb39acee39055e0b7638"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_lua_1_1_entity.html">Entity</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#aad0651348795eb39acee39055e0b7638">GetRandomMicro</a> ()</td></tr>
<tr class="memdesc:aad0651348795eb39acee39055e0b7638"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns a random micro in the scene. Can return null if there are no micros in the scene.  <a href="class_lua_1_1_entity.html#aad0651348795eb39acee39055e0b7638">More...</a><br /></td></tr>
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<tr class="memitem:aa9df9f39762cb24b89449e8b61aab43c"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_lua_1_1_entity.html">Entity</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#aa9df9f39762cb24b89449e8b61aab43c">GetRandomGiantess</a> ()</td></tr>
<tr class="memdesc:aa9df9f39762cb24b89449e8b61aab43c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns a random giantess in the scene. Can return null if there are no giantesses in the scene.  <a href="class_lua_1_1_entity.html#aa9df9f39762cb24b89449e8b61aab43c">More...</a><br /></td></tr>
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</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-static-methods"></a>
Static Public Member Functions</h2></td></tr>
<tr class="memitem:af3f7aae31ecb691380a6f18f053fb907"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_lua_1_1_entity.html">Entity</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#af3f7aae31ecb691380a6f18f053fb907">GetSelectedEntity</a> ()</td></tr>
<tr class="memdesc:af3f7aae31ecb691380a6f18f053fb907"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the currently selected entity in the Editor.  <a href="class_lua_1_1_entity.html#af3f7aae31ecb691380a6f18f053fb907">More...</a><br /></td></tr>
<tr class="separator:af3f7aae31ecb691380a6f18f053fb907"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8abff3f32d1cbaa6355d4d217ab558e1"><td class="memItemLeft" align="right" valign="top">static IList&lt; string &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a8abff3f32d1cbaa6355d4d217ab558e1">GetGtsModelList</a> ()</td></tr>
<tr class="memdesc:a8abff3f32d1cbaa6355d4d217ab558e1"><td class="mdescLeft">&#160;</td><td class="mdescRight">A list of all available giantess models.  <a href="class_lua_1_1_entity.html#a8abff3f32d1cbaa6355d4d217ab558e1">More...</a><br /></td></tr>
<tr class="separator:a8abff3f32d1cbaa6355d4d217ab558e1"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a42f84cbad068689f4308f5e4b1c7a981"><td class="memItemLeft" align="right" valign="top">static IList&lt; string &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a42f84cbad068689f4308f5e4b1c7a981">GetFemaleMicroList</a> ()</td></tr>
<tr class="memdesc:a42f84cbad068689f4308f5e4b1c7a981"><td class="mdescLeft">&#160;</td><td class="mdescRight">A list of all available female micro models.  <a href="class_lua_1_1_entity.html#a42f84cbad068689f4308f5e4b1c7a981">More...</a><br /></td></tr>
<tr class="separator:a42f84cbad068689f4308f5e4b1c7a981"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a7d49be266385d4155691a2349d964b81"><td class="memItemLeft" align="right" valign="top">static IList&lt; string &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a7d49be266385d4155691a2349d964b81">GetMaleMicroList</a> ()</td></tr>
<tr class="memdesc:a7d49be266385d4155691a2349d964b81"><td class="mdescLeft">&#160;</td><td class="mdescRight">A list of all available male micro models.  <a href="class_lua_1_1_entity.html#a7d49be266385d4155691a2349d964b81">More...</a><br /></td></tr>
<tr class="separator:a7d49be266385d4155691a2349d964b81"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aacd0f73c8377462b354deb3bc73c6b40"><td class="memItemLeft" align="right" valign="top">static IList&lt; string &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#aacd0f73c8377462b354deb3bc73c6b40">GetObjectList</a> ()</td></tr>
<tr class="memdesc:aacd0f73c8377462b354deb3bc73c6b40"><td class="mdescLeft">&#160;</td><td class="mdescRight">A list of all available object models.  <a href="class_lua_1_1_entity.html#aacd0f73c8377462b354deb3bc73c6b40">More...</a><br /></td></tr>
<tr class="separator:aacd0f73c8377462b354deb3bc73c6b40"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a582caed51f918e3d7642a7ec8a227fd1"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_lua_1_1_entity.html">Entity</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a582caed51f918e3d7642a7ec8a227fd1">SpawnGiantess</a> (string <a class="el" href="class_lua_1_1_entity.html#a8155b6c6ef0f0630ec7e818dd4cdaec4">name</a>, <a class="el" href="class_lua_1_1_vector3.html">Vector3</a> <a class="el" href="class_lua_1_1_entity.html#ad8bd97d98fddc9b89f8410512b502c3f">position</a>, <a class="el" href="class_lua_1_1_quaternion.html">Quaternion</a> rotation, float <a class="el" href="class_lua_1_1_entity.html#a784673c0e6fbf29381a309a5df0ee10e">scale</a>)</td></tr>
<tr class="memdesc:a582caed51f918e3d7642a7ec8a227fd1"><td class="mdescLeft">&#160;</td><td class="mdescRight">Spawns a giantess from a given model name.  <a href="class_lua_1_1_entity.html#a582caed51f918e3d7642a7ec8a227fd1">More...</a><br /></td></tr>
<tr class="separator:a582caed51f918e3d7642a7ec8a227fd1"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a347a27b3fea83b83461600b3b80ce5d8"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_lua_1_1_entity.html">Entity</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a347a27b3fea83b83461600b3b80ce5d8">SpawnFemaleMicro</a> (string <a class="el" href="class_lua_1_1_entity.html#a8155b6c6ef0f0630ec7e818dd4cdaec4">name</a>, <a class="el" href="class_lua_1_1_vector3.html">Vector3</a> <a class="el" href="class_lua_1_1_entity.html#ad8bd97d98fddc9b89f8410512b502c3f">position</a>, <a class="el" href="class_lua_1_1_quaternion.html">Quaternion</a> rotation, float <a class="el" href="class_lua_1_1_entity.html#a784673c0e6fbf29381a309a5df0ee10e">scale</a>)</td></tr>
<tr class="memdesc:a347a27b3fea83b83461600b3b80ce5d8"><td class="mdescLeft">&#160;</td><td class="mdescRight">Spawns a female micro from a given model name.  <a href="class_lua_1_1_entity.html#a347a27b3fea83b83461600b3b80ce5d8">More...</a><br /></td></tr>
<tr class="separator:a347a27b3fea83b83461600b3b80ce5d8"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af958d5e0ff116c025e01159d92ca620a"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_lua_1_1_entity.html">Entity</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#af958d5e0ff116c025e01159d92ca620a">SpawnFemaleMicro</a> (string <a class="el" href="class_lua_1_1_entity.html#a8155b6c6ef0f0630ec7e818dd4cdaec4">name</a>, float <a class="el" href="class_lua_1_1_entity.html#a784673c0e6fbf29381a309a5df0ee10e">scale</a>)</td></tr>
<tr class="memdesc:af958d5e0ff116c025e01159d92ca620a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Spawns a female micro from a given model name.  <a href="class_lua_1_1_entity.html#af958d5e0ff116c025e01159d92ca620a">More...</a><br /></td></tr>
<tr class="separator:af958d5e0ff116c025e01159d92ca620a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad8f4dd9eec83d4df5d28efa120210ef6"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_lua_1_1_entity.html">Entity</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#ad8f4dd9eec83d4df5d28efa120210ef6">SpawnMaleMicro</a> (string <a class="el" href="class_lua_1_1_entity.html#a8155b6c6ef0f0630ec7e818dd4cdaec4">name</a>, <a class="el" href="class_lua_1_1_vector3.html">Vector3</a> <a class="el" href="class_lua_1_1_entity.html#ad8bd97d98fddc9b89f8410512b502c3f">position</a>, <a class="el" href="class_lua_1_1_quaternion.html">Quaternion</a> rotation, float <a class="el" href="class_lua_1_1_entity.html#a784673c0e6fbf29381a309a5df0ee10e">scale</a>)</td></tr>
<tr class="memdesc:ad8f4dd9eec83d4df5d28efa120210ef6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Spawns a male micro from a given model name.  <a href="class_lua_1_1_entity.html#ad8f4dd9eec83d4df5d28efa120210ef6">More...</a><br /></td></tr>
<tr class="separator:ad8f4dd9eec83d4df5d28efa120210ef6"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1d4754cbaae699b12b11b8551973d2a3"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_lua_1_1_entity.html">Entity</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a1d4754cbaae699b12b11b8551973d2a3">SpawnMaleMicro</a> (string <a class="el" href="class_lua_1_1_entity.html#a8155b6c6ef0f0630ec7e818dd4cdaec4">name</a>, float <a class="el" href="class_lua_1_1_entity.html#a784673c0e6fbf29381a309a5df0ee10e">scale</a>)</td></tr>
<tr class="memdesc:a1d4754cbaae699b12b11b8551973d2a3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Spawns a male micro from a given model name.  <a href="class_lua_1_1_entity.html#a1d4754cbaae699b12b11b8551973d2a3">More...</a><br /></td></tr>
<tr class="separator:a1d4754cbaae699b12b11b8551973d2a3"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5bb33d1afcfac1b1452d362cb5d8bb94"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_lua_1_1_entity.html">Entity</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a5bb33d1afcfac1b1452d362cb5d8bb94">SpawnObject</a> (string <a class="el" href="class_lua_1_1_entity.html#a8155b6c6ef0f0630ec7e818dd4cdaec4">name</a>, <a class="el" href="class_lua_1_1_vector3.html">Vector3</a> <a class="el" href="class_lua_1_1_entity.html#ad8bd97d98fddc9b89f8410512b502c3f">position</a>, <a class="el" href="class_lua_1_1_quaternion.html">Quaternion</a> rotation, float <a class="el" href="class_lua_1_1_entity.html#a784673c0e6fbf29381a309a5df0ee10e">scale</a>)</td></tr>
<tr class="memdesc:a5bb33d1afcfac1b1452d362cb5d8bb94"><td class="mdescLeft">&#160;</td><td class="mdescRight">Spawns an object from a given model name.  <a href="class_lua_1_1_entity.html#a5bb33d1afcfac1b1452d362cb5d8bb94">More...</a><br /></td></tr>
<tr class="separator:a5bb33d1afcfac1b1452d362cb5d8bb94"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac55e7536a3bdc7a6b9a3fa6a759db9ee"><td class="memItemLeft" align="right" valign="top">static bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#ac55e7536a3bdc7a6b9a3fa6a759db9ee">Equals</a> (<a class="el" href="class_lua_1_1_entity.html">Entity</a> a, <a class="el" href="class_lua_1_1_entity.html">Entity</a> b)</td></tr>
<tr class="memdesc:ac55e7536a3bdc7a6b9a3fa6a759db9ee"><td class="mdescLeft">&#160;</td><td class="mdescRight">Tests 2 entities for equality.  <a href="class_lua_1_1_entity.html#ac55e7536a3bdc7a6b9a3fa6a759db9ee">More...</a><br /></td></tr>
<tr class="separator:ac55e7536a3bdc7a6b9a3fa6a759db9ee"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="properties"></a>
Properties</h2></td></tr>
<tr class="memitem:ae0c707512eed832f2211ace61d3be75d"><td class="memItemLeft" align="right" valign="top">Table&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#ae0c707512eed832f2211ace61d3be75d">dict</a><code> [get]</code></td></tr>
<tr class="memdesc:ae0c707512eed832f2211ace61d3be75d"><td class="mdescLeft">&#160;</td><td class="mdescRight">A dictionary associated to this entity. It can be used to store and exchange arbitrary data between scripts.  <a href="class_lua_1_1_entity.html#ae0c707512eed832f2211ace61d3be75d">More...</a><br /></td></tr>
<tr class="separator:ae0c707512eed832f2211ace61d3be75d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a51edf8c42bd2acb730ae73d045341320"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_lua_1_1_transform.html">Transform</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a51edf8c42bd2acb730ae73d045341320">transform</a><code> [get]</code></td></tr>
<tr class="memdesc:a51edf8c42bd2acb730ae73d045341320"><td class="mdescLeft">&#160;</td><td class="mdescRight">The transform component associated to this entity. It contains data about the position, rotation and scale used by the Unity Engine.  <a href="class_lua_1_1_entity.html#a51edf8c42bd2acb730ae73d045341320">More...</a><br /></td></tr>
<tr class="separator:a51edf8c42bd2acb730ae73d045341320"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a56d48f666679b251eefa10e6f65bbb60"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_lua_1_1_rigidbody.html">Rigidbody</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a56d48f666679b251eefa10e6f65bbb60">rigidbody</a><code> [get]</code></td></tr>
<tr class="memdesc:a56d48f666679b251eefa10e6f65bbb60"><td class="mdescLeft">&#160;</td><td class="mdescRight">Control the physics of the <a class="el" href="class_lua_1_1_entity.html" title="A Entity represents Characters and Objects">Entity</a>. Normal objects don't come with physics by default, but player and npc they have it for movement.  <a href="class_lua_1_1_entity.html#a56d48f666679b251eefa10e6f65bbb60">More...</a><br /></td></tr>
<tr class="separator:a56d48f666679b251eefa10e6f65bbb60"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a13c1350817e444010fcbaff8d224039e"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_lua_1_1_a_i.html">AI</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a13c1350817e444010fcbaff8d224039e">ai</a><code> [get]</code></td></tr>
<tr class="memdesc:a13c1350817e444010fcbaff8d224039e"><td class="mdescLeft">&#160;</td><td class="mdescRight">The ai component controls the ai behaviors of the entity.  <a href="class_lua_1_1_entity.html#a13c1350817e444010fcbaff8d224039e">More...</a><br /></td></tr>
<tr class="separator:a13c1350817e444010fcbaff8d224039e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:acf080bfbeeb3a6308c2fdd4cc4993e81"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_lua_1_1_animation.html">Animation</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#acf080bfbeeb3a6308c2fdd4cc4993e81">animation</a><code> [get]</code></td></tr>
<tr class="memdesc:acf080bfbeeb3a6308c2fdd4cc4993e81"><td class="mdescLeft">&#160;</td><td class="mdescRight">Component for controling the animation of humanoid entities.  <a href="class_lua_1_1_entity.html#acf080bfbeeb3a6308c2fdd4cc4993e81">More...</a><br /></td></tr>
<tr class="separator:acf080bfbeeb3a6308c2fdd4cc4993e81"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8d4bdecb96c327395e5ddbde88608cf4"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_lua_1_1_bones.html">Bones</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a8d4bdecb96c327395e5ddbde88608cf4">bones</a><code> [get]</code></td></tr>
<tr class="memdesc:a8d4bdecb96c327395e5ddbde88608cf4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Access the bone transforms of the model (head, hands, feet, etc).  <a href="class_lua_1_1_entity.html#a8d4bdecb96c327395e5ddbde88608cf4">More...</a><br /></td></tr>
<tr class="separator:a8d4bdecb96c327395e5ddbde88608cf4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a42cd1e5e507a1e79eb1161799564da88"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_lua_1_1_i_k.html">IK</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a42cd1e5e507a1e79eb1161799564da88">ik</a><code> [get]</code></td></tr>
<tr class="memdesc:a42cd1e5e507a1e79eb1161799564da88"><td class="mdescLeft">&#160;</td><td class="mdescRight">Inverse Kinematics for the model  <a href="class_lua_1_1_entity.html#a42cd1e5e507a1e79eb1161799564da88">More...</a><br /></td></tr>
<tr class="separator:a42cd1e5e507a1e79eb1161799564da88"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a9a5a67b2da9b9d95e31c766aa68760ee"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_lua_1_1_senses.html">Senses</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a9a5a67b2da9b9d95e31c766aa68760ee">senses</a><code> [get]</code></td></tr>
<tr class="memdesc:a9a5a67b2da9b9d95e31c766aa68760ee"><td class="mdescLeft">&#160;</td><td class="mdescRight">Manages the senses of the entity such as the vision.  <a href="class_lua_1_1_entity.html#a9a5a67b2da9b9d95e31c766aa68760ee">More...</a><br /></td></tr>
<tr class="separator:a9a5a67b2da9b9d95e31c766aa68760ee"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa9723210eb2494461ff12c55b52e8844"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_lua_1_1_morphs.html">Morphs</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#aa9723210eb2494461ff12c55b52e8844">morphs</a><code> [get]</code></td></tr>
<tr class="memdesc:aa9723210eb2494461ff12c55b52e8844"><td class="mdescLeft">&#160;</td><td class="mdescRight">Control the morphs of the entity.  <a href="class_lua_1_1_entity.html#aa9723210eb2494461ff12c55b52e8844">More...</a><br /></td></tr>
<tr class="separator:aa9723210eb2494461ff12c55b52e8844"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a2845d63d6164b33ee49f760211fa4116"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_lua_1_1_movement.html">Movement</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a2845d63d6164b33ee49f760211fa4116">movement</a><code> [get]</code></td></tr>
<tr class="memdesc:a2845d63d6164b33ee49f760211fa4116"><td class="mdescLeft">&#160;</td><td class="mdescRight">Manages the movement of the entity.  <a href="class_lua_1_1_entity.html#a2845d63d6164b33ee49f760211fa4116">More...</a><br /></td></tr>
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<tr class="memitem:af00214fc6ff19d22818d8d0810630cea"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_lua_1_1_shooting.html">Shooting</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#af00214fc6ff19d22818d8d0810630cea">shooting</a><code> [get]</code></td></tr>
<tr class="memdesc:af00214fc6ff19d22818d8d0810630cea"><td class="mdescLeft">&#160;</td><td class="mdescRight">Manages the shooting of the entity.  <a href="class_lua_1_1_entity.html#af00214fc6ff19d22818d8d0810630cea">More...</a><br /></td></tr>
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<tr class="memitem:ad8bd97d98fddc9b89f8410512b502c3f"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_lua_1_1_vector3.html">Vector3</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#ad8bd97d98fddc9b89f8410512b502c3f">position</a><code> [get, set]</code></td></tr>
<tr class="memdesc:ad8bd97d98fddc9b89f8410512b502c3f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the current position on world space of this entity.  <a href="class_lua_1_1_entity.html#ad8bd97d98fddc9b89f8410512b502c3f">More...</a><br /></td></tr>
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<tr class="memitem:a7dfc341caa3b11cc42ef45226689741c"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a7dfc341caa3b11cc42ef45226689741c">CanLookAtPlayer</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a7dfc341caa3b11cc42ef45226689741c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether or not a Giantess entity can look at the player.  <a href="class_lua_1_1_entity.html#a7dfc341caa3b11cc42ef45226689741c">More...</a><br /></td></tr>
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<tr class="memitem:a7776e8422e86d2ab5670ca314a65aab5"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a7776e8422e86d2ab5670ca314a65aab5">id</a><code> [get]</code></td></tr>
<tr class="memdesc:a7776e8422e86d2ab5670ca314a65aab5"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the id associated to this entity.  <a href="class_lua_1_1_entity.html#a7776e8422e86d2ab5670ca314a65aab5">More...</a><br /></td></tr>
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<tr class="memitem:a8155b6c6ef0f0630ec7e818dd4cdaec4"><td class="memItemLeft" align="right" valign="top">string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a8155b6c6ef0f0630ec7e818dd4cdaec4">name</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a8155b6c6ef0f0630ec7e818dd4cdaec4"><td class="mdescLeft">&#160;</td><td class="mdescRight">The name of this entity.  <a href="class_lua_1_1_entity.html#a8155b6c6ef0f0630ec7e818dd4cdaec4">More...</a><br /></td></tr>
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<tr class="memitem:acd67b39a7c95e3cb87171073c2877de1"><td class="memItemLeft" align="right" valign="top">string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#acd67b39a7c95e3cb87171073c2877de1">modelName</a><code> [get]</code></td></tr>
<tr class="memdesc:acd67b39a7c95e3cb87171073c2877de1"><td class="mdescLeft">&#160;</td><td class="mdescRight">Name the model of this entity.  <a href="class_lua_1_1_entity.html#acd67b39a7c95e3cb87171073c2877de1">More...</a><br /></td></tr>
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<tr class="memitem:a784673c0e6fbf29381a309a5df0ee10e"><td class="memItemLeft" align="right" valign="top">virtual float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a784673c0e6fbf29381a309a5df0ee10e">scale</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a784673c0e6fbf29381a309a5df0ee10e"><td class="mdescLeft">&#160;</td><td class="mdescRight">The scale of this entity. Use this instead of the transform when possible.  <a href="class_lua_1_1_entity.html#a784673c0e6fbf29381a309a5df0ee10e">More...</a><br /></td></tr>
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<tr class="memitem:a1873494f26c8f90c79254b43d25d47f7"><td class="memItemLeft" align="right" valign="top">virtual float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a1873494f26c8f90c79254b43d25d47f7">baseHeight</a><code> [get]</code></td></tr>
<tr class="memdesc:a1873494f26c8f90c79254b43d25d47f7"><td class="mdescLeft">&#160;</td><td class="mdescRight">Base model height of this entity.  <a href="class_lua_1_1_entity.html#a1873494f26c8f90c79254b43d25d47f7">More...</a><br /></td></tr>
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<tr class="memitem:a6b6baf8292fe2447ad0620722bc24526"><td class="memItemLeft" align="right" valign="top">virtual float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a6b6baf8292fe2447ad0620722bc24526">height</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a6b6baf8292fe2447ad0620722bc24526"><td class="mdescLeft">&#160;</td><td class="mdescRight">The height of this entity.  <a href="class_lua_1_1_entity.html#a6b6baf8292fe2447ad0620722bc24526">More...</a><br /></td></tr>
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<tr class="memitem:ac821c347ba04965d00132f02e88adecd"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#ac821c347ba04965d00132f02e88adecd">metricHeight</a><code> [get, set]</code></td></tr>
<tr class="memdesc:ac821c347ba04965d00132f02e88adecd"><td class="mdescLeft">&#160;</td><td class="mdescRight">The height of this entity in meters relative to the current map. If you want to set height in a unit other then meters you can convert it with <a class="el" href="class_lua_1_1_mathf.html#ab274b83f44ab3e9457e67f949097bc27" title="Converts a strings length into meters that can be used to scale entities height.">Mathf.ConvertToMeter</a>  <a href="class_lua_1_1_entity.html#ac821c347ba04965d00132f02e88adecd">More...</a><br /></td></tr>
<tr class="separator:ac821c347ba04965d00132f02e88adecd"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a133133afe701b7ca4f0e2d6632beae33"><td class="memItemLeft" align="right" valign="top">virtual float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a133133afe701b7ca4f0e2d6632beae33">maxSize</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a133133afe701b7ca4f0e2d6632beae33"><td class="mdescLeft">&#160;</td><td class="mdescRight">The max scale for this entity.  <a href="class_lua_1_1_entity.html#a133133afe701b7ca4f0e2d6632beae33">More...</a><br /></td></tr>
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<tr class="memitem:a642603e2952e4fcea70979837049f813"><td class="memItemLeft" align="right" valign="top">virtual float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_entity.html#a642603e2952e4fcea70979837049f813">minSize</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a642603e2952e4fcea70979837049f813"><td class="mdescLeft">&#160;</td><td class="mdescRight">The min scale for this entity.  <a href="class_lua_1_1_entity.html#a642603e2952e4fcea70979837049f813">More...</a><br /></td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>A <a class="el" href="class_lua_1_1_entity.html" title="A Entity represents Characters and Objects">Entity</a> represents Characters and Objects </p>
<p>Entities are things that can be spawned in game, like Objects, Giantesses, Micros, and Even the player is considered and <a class="el" href="class_lua_1_1_entity.html" title="A Entity represents Characters and Objects">Entity</a>. </p>
</div><h2 class="groupheader">Member Function Documentation</h2>
<a id="ac47475b1b0342f1e6ce52aca2eec7f38"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ac47475b1b0342f1e6ce52aca2eec7f38">&#9670;&nbsp;</a></span>Aim()</h2>

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          <td class="memname">void Lua.Entity.Aim </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="class_lua_1_1_entity.html">Entity</a>&#160;</td>
          <td class="paramname"><em>target</em></td><td>)</td>
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<p>If the entity is an NPC micro, will aim at target. If target is null, will stop aiming </p>
<dl class="params"><dt>Parameters</dt><dd>
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    <tr><td class="paramname">target</td><td>target to aim at. Only works with humanoids.</td></tr>
  </table>
  </dd>
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<h2 class="memtitle"><span class="permalink"><a href="#a1bf50f8db78480e10f40a71e44480e21">&#9670;&nbsp;</a></span>BE() <span class="overload">[1/2]</span></h2>

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          <td class="memname">virtual void Lua.Entity.BE </td>
          <td>(</td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>speed</em></td><td>)</td>
          <td></td>
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<p>Adds a Breast Expansion action at the end of the action queue. </p>
<p>The breasts of the giantess will grow at a constant speed relative to their size (i.e. 0.1 = 10% per second). Negative values will make it shrink. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#ac8dfc303d378e4e805c5ba3f38f49c59">&#9670;&nbsp;</a></span>BE() <span class="overload">[2/2]</span></h2>

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          <td class="memname">virtual void Lua.Entity.BE </td>
          <td>(</td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>speed</em>, </td>
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        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>time</em>&#160;</td>
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          <td></td>
          <td>)</td>
          <td></td><td></td>
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<p>Adds a Breast Expansion action at the end of the action queue. </p>
<p>The breasts of the giantess grow at a constant speed during a specified amount of time, relative to their size (i.e. 0.1 = 10% per second). Negative values will make it shrink. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#ab4f0e1c31b16110cdadb7479ba008423">&#9670;&nbsp;</a></span>Chase()</h2>

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          <td class="memname">void Lua.Entity.Chase </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="class_lua_1_1_entity.html">Entity</a>&#160;</td>
          <td class="paramname"><em>target</em></td><td>)</td>
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<p>Chase the target entity while evading objects. </p>
<dl class="params"><dt>Parameters</dt><dd>
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    <tr><td class="paramname">target</td><td>target to chase down</td></tr>
  </table>
  </dd>
</dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a422af2c756caecc01bad49a14ba5da7f">&#9670;&nbsp;</a></span>Delete()</h2>

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<p>Safely deletes the entity (don't deletes the player). </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a4ec9fe7962ad6a301c33253c735aedae">&#9670;&nbsp;</a></span>DistanceTo() <span class="overload">[1/2]</span></h2>

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          <td>(</td>
          <td class="paramtype"><a class="el" href="class_lua_1_1_entity.html">Entity</a>&#160;</td>
          <td class="paramname"><em>target</em></td><td>)</td>
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<p>Calculate the relative distance to a target. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">target</td><td></td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd></dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#ad341a3f8e110857d06111b8b6f29d646">&#9670;&nbsp;</a></span>DistanceTo() <span class="overload">[2/2]</span></h2>

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          <td>(</td>
          <td class="paramtype"><a class="el" href="class_lua_1_1_vector3.html">Vector3</a>&#160;</td>
          <td class="paramname"><em>point</em></td><td>)</td>
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<p>Calculate the relative distance to a point. </p>
<dl class="params"><dt>Parameters</dt><dd>
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    <tr><td class="paramname">point</td><td></td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd></dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#af23f0b36c1b4c778fc7f328490223852">&#9670;&nbsp;</a></span>Engage()</h2>

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          <td class="memname">void Lua.Entity.Engage </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="class_lua_1_1_entity.html">Entity</a>&#160;</td>
          <td class="paramname"><em>target</em> = <code>null</code></td><td>)</td>
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<p>If the entity is an NPC micro will start chasing and firing (and aiming) at designated target if not doing so already. If no target is provided, will attempt to engage the currently assigned aim target. Sort of an all-in-one command where the entity will reposition themselves if too close to or too far from the target. </p>
<dl class="params"><dt>Parameters</dt><dd>
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    <tr><td class="paramname">target</td><td>target to engage. Doesn't need to be supplied if shooter already has an aim target.</td></tr>
  </table>
  </dd>
</dl>

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<h2 class="memtitle"><span class="permalink"><a href="#ac55e7536a3bdc7a6b9a3fa6a759db9ee">&#9670;&nbsp;</a></span>Equals()</h2>

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          <td>(</td>
          <td class="paramtype"><a class="el" href="class_lua_1_1_entity.html">Entity</a>&#160;</td>
          <td class="paramname"><em>a</em>, </td>
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          <td></td>
          <td class="paramtype"><a class="el" href="class_lua_1_1_entity.html">Entity</a>&#160;</td>
          <td class="paramname"><em>b</em>&#160;</td>
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          <td></td>
          <td>)</td>
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<p>Tests 2 entities for equality. </p>
<p>Syntax for this operation is <code>entity1 == entity2</code>. Returns true if two variables point to the same entity. The inequality operator <code>entity1 ~= entity2</code> also uses this function, but negated. <br  />
 </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a23180e62c487b6c3923e39b3be84b291">&#9670;&nbsp;</a></span>EquipRaygun()</h2>

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          <td class="memname">void Lua.Entity.EquipRaygun </td>
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<p>If the entity is an NPC micro, will equip raygun if it is currently unequipped. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#aaa24b31446f5c0087faa4030f91e80ac">&#9670;&nbsp;</a></span>EquipSMG()</h2>

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<p>If the entity is an NPC micro, will equip SMG if it is currently unequipped. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a442bfc9dcbb33b4fa3922a59357a8723">&#9670;&nbsp;</a></span>Face()</h2>

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          <td>(</td>
          <td class="paramtype"><a class="el" href="class_lua_1_1_entity.html">Entity</a>&#160;</td>
          <td class="paramname"><em>target</em></td><td>)</td>
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<p>Face the target. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#ac7eac4ebcb1fe784ab5c06eed7885cf7">&#9670;&nbsp;</a></span>FindClosestGiantess()</h2>

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          <td class="memname"><a class="el" href="class_lua_1_1_entity.html">Entity</a> Lua.Entity.FindClosestGiantess </td>
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<p>Returns the closes Giantess <a class="el" href="class_lua_1_1_entity.html" title="A Entity represents Characters and Objects">Entity</a>. It can also return the player. </p>
<dl class="section return"><dt>Returns</dt><dd></dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a2e06bf904c49f705ac361e1538365e2e">&#9670;&nbsp;</a></span>FindClosestMicro()</h2>

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          <td class="memname"><a class="el" href="class_lua_1_1_entity.html">Entity</a> Lua.Entity.FindClosestMicro </td>
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<p>Returns the closes Micro <a class="el" href="class_lua_1_1_entity.html" title="A Entity represents Characters and Objects">Entity</a>. It can also return the player. </p>
<dl class="section return"><dt>Returns</dt><dd></dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a72e0a626a062ba116cf62cfeb77f87f8">&#9670;&nbsp;</a></span>FindRandomBuilding()</h2>

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          <td class="memname"><a class="el" href="class_lua_1_1_vector3.html">Vector3</a> Lua.Entity.FindRandomBuilding </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="class_lua_1_1_entity.html">Entity</a>&#160;</td>
          <td class="paramname"><em>self</em></td><td>)</td>
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<p>This function a random location of a structure close to the gts </p>
<dl class="section return"><dt>Returns</dt><dd>A position, or null if no building is within 1000 units</dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a17d117771166d30924da118c1fed9968">&#9670;&nbsp;</a></span>FireOnce()</h2>

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<p>If the entity is an NPC micro will fire once, and aiming if not doing so already </p>

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<h2 class="memtitle"><span class="permalink"><a href="#af1290dfaf8e3da8c2adb7279359bf036">&#9670;&nbsp;</a></span>Flee() <span class="overload">[1/2]</span></h2>

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          <td class="memname">void Lua.Entity.Flee </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="class_lua_1_1_entity.html">Entity</a>&#160;</td>
          <td class="paramname"><em>target</em>, </td>
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          <td></td>
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<p>The entity will flee from the target during the specified amount of time. A time of 0 will make it unlimited. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">target</td><td></td></tr>
    <tr><td class="paramname">time</td><td></td></tr>
  </table>
  </dd>
</dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a334e63b56e1c78e6dbebd4dd9c48a69e">&#9670;&nbsp;</a></span>Flee() <span class="overload">[2/2]</span></h2>

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          <td class="memname">void Lua.Entity.Flee </td>
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          <td class="paramtype"><a class="el" href="class_lua_1_1_vector3.html">Vector3</a>&#160;</td>
          <td class="paramname"><em>position</em>, </td>
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<p>The entity will flee from the position during the specified amount of time. A time of 0 will make it unlimited. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">position</td><td></td></tr>
    <tr><td class="paramname">time</td><td></td></tr>
  </table>
  </dd>
</dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a42f84cbad068689f4308f5e4b1c7a981">&#9670;&nbsp;</a></span>GetFemaleMicroList()</h2>

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<p>A list of all available female micro models. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a8abff3f32d1cbaa6355d4d217ab558e1">&#9670;&nbsp;</a></span>GetGtsModelList()</h2>

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<p>A list of all available giantess models. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a7d49be266385d4155691a2349d964b81">&#9670;&nbsp;</a></span>GetMaleMicroList()</h2>

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<p>A list of all available male micro models. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#aacd0f73c8377462b354deb3bc73c6b40">&#9670;&nbsp;</a></span>GetObjectList()</h2>

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<p>A list of all available object models. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#aa9df9f39762cb24b89449e8b61aab43c">&#9670;&nbsp;</a></span>GetRandomGiantess()</h2>

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          <td class="memname"><a class="el" href="class_lua_1_1_entity.html">Entity</a> Lua.Entity.GetRandomGiantess </td>
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<p>Returns a random giantess in the scene. Can return null if there are no giantesses in the scene. </p>
<dl class="section return"><dt>Returns</dt><dd></dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#aad0651348795eb39acee39055e0b7638">&#9670;&nbsp;</a></span>GetRandomMicro()</h2>

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          <td class="memname"><a class="el" href="class_lua_1_1_entity.html">Entity</a> Lua.Entity.GetRandomMicro </td>
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<p>Returns a random micro in the scene. Can return null if there are no micros in the scene. </p>
<dl class="section return"><dt>Returns</dt><dd></dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#af3f7aae31ecb691380a6f18f053fb907">&#9670;&nbsp;</a></span>GetSelectedEntity()</h2>

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<p>Returns the currently selected entity in the Editor. </p>
<p>It can return nil if there is no entity currently selected. </p><dl class="section return"><dt>Returns</dt><dd></dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a6ddff7e7a95c85ba34bee6b8b5c4ee93">&#9670;&nbsp;</a></span>Grab()</h2>

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          <td class="memname">void Lua.Entity.Grab </td>
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          <td class="paramtype"><a class="el" href="class_lua_1_1_entity.html">Entity</a>&#160;</td>
          <td class="paramname"><em>target</em></td><td>)</td>
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<p>If the entity is a giantess will grab a target. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">target</td><td></td></tr>
  </table>
  </dd>
</dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a92feb21c4219c60a7e5935733302083f">&#9670;&nbsp;</a></span>Grow() <span class="overload">[1/2]</span></h2>

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          <td class="paramname"><em>factor</em></td><td>)</td>
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<p>Adds a <b>priority</b> Grow action at the <b>beginning</b> of the action queue. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">factor</td><td>a percentage to grow by every second, relative to current size. A factor of 1 results in growing by 100% (doubling in size) every second. Negative values will make it shrink.</td></tr>
  </table>
  </dd>
</dl>
<p>The entity will indefinitely grow exponentially by a given factor relative to their size (e.g. 0.1 = 10% per second).</p>
<p>This action can be performed simultaneously with other actions. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#ac574fce9abb6f90e7f7675be74838964">&#9670;&nbsp;</a></span>Grow() <span class="overload">[2/2]</span></h2>

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          <td class="paramname"><em>factor</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
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          <td class="paramname"><em>time</em>&#160;</td>
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<p>Adds a <b>priority</b> Grow action at the <b>beginning</b> of the action queue. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">factor</td><td>a percentage of the original size to grow by. Negative values will make it shrink.</td></tr>
    <tr><td class="paramname">time</td><td>a time over which the growth will be spread. Does not affect the final size, only how long will it take to achieve it.</td></tr>
  </table>
  </dd>
</dl>
<p>The entity will grow linearly by a given factor relative to their size, over the given time (e.g. growing by 10% over 10s would grow every second by 1% of the original size).</p>
<p>This action can be performed simultaneously with other actions. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a0007133219ff5ec24e9eecf6a9d2dd50">&#9670;&nbsp;</a></span>GrowAndWait()</h2>

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          <td class="memname">void Lua.Entity.GrowAndWait </td>
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          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>factor</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>time</em>&#160;</td>
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        <tr>
          <td></td>
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<p>Adds a regular Grow action at the end of the action queue. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">factor</td><td>a percentage of the original size to grow by. Negative values will make it shrink.</td></tr>
    <tr><td class="paramname">time</td><td>a time over which the growth will be spread. Does not affect the final size, only how long will it take to achieve it</td></tr>
  </table>
  </dd>
</dl>
<p>The entity will grow linearly by a given factor relative to their size, over the given time (e.g. growing by 10% over 10s would grow every second by 1% of the original size).</p>
<p>This action <b>cannot</b> be performed simultaneously with other actions. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a4b4bb9870796b854c0d5666c9cba9375">&#9670;&nbsp;</a></span>IsCrushed()</h2>

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<p>Checks if the entity is crushed. Only applicable to micros. It doesn't matter whether it survived the crush or not. Returns false for deleted entities, even if they were crushed prior to deleting. </p>
<dl class="section return"><dt>Returns</dt><dd>true if the entity is crushed</dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a6357c0a54e9aa79beb928d079b42aa76">&#9670;&nbsp;</a></span>IsDead()</h2>

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<p>Checks if the entity is dead. </p>
<dl class="section return"><dt>Returns</dt><dd>true if the entity is dead</dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#af72e042e1fd05c66abceebb49ec2caf4">&#9670;&nbsp;</a></span>isGiantess()</h2>

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<p>Returns true if the entity is a giantess (.gts). </p>
<dl class="section return"><dt>Returns</dt><dd></dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a27a8d5461e9d6890e085b06e2d00f6bd">&#9670;&nbsp;</a></span>isHumanoid()</h2>

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<p>Returns true if the entity is a humanoid character. </p>
<dl class="section return"><dt>Returns</dt><dd></dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a5eaa128b6b8cf4aeb7f219edd030d61e">&#9670;&nbsp;</a></span>isMicro()</h2>

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<p>Returns true if the entity is a micro (.micro) </p>
<dl class="section return"><dt>Returns</dt><dd></dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#af7b9099c16b719f42e4fdfd82661d259">&#9670;&nbsp;</a></span>isPlayer()</h2>

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<p>Returns true if this entity is player controlled (micro or giantess). </p>
<dl class="section return"><dt>Returns</dt><dd></dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#ab25d357d357ab0cf7ff9a2e81aa9cb08">&#9670;&nbsp;</a></span>IsStuck()</h2>

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<p>Checks if the entity is stuck to giantess. Only applicable to micros. </p>
<dl class="section return"><dt>Returns</dt><dd>true if the entity is stuck</dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#aa8688dacb32db168b780597d8f11622b">&#9670;&nbsp;</a></span>IsTargettable()</h2>

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<p>Checks if the entity be targeted for crushing. To be targettable it must be a living micro that is not stuck. </p>
<dl class="section return"><dt>Returns</dt><dd>true if the entity can be targeted</dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a29cdb052c5422873a708c8080039cb4b">&#9670;&nbsp;</a></span>LookAt()</h2>

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          <td class="memname">void Lua.Entity.LookAt </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="class_lua_1_1_entity.html">Entity</a>&#160;</td>
          <td class="paramname"><em>target</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Not to be confused with <a class="el" href="class_lua_1_1_transform.html#a1e722de9c3eacff82477ab7684a67553" title="Not to be confused with Entity.LookAt Rotates the transform so the forward vector points at /target/&#39;...">Transform.LookAt</a> If the entity is a giantess it will look towards a target. If the target is nil the giantess will return to default looking behaviour </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">target</td><td></td></tr>
  </table>
  </dd>
</dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a307f39e2316f0c4246604ba5ce5b749e">&#9670;&nbsp;</a></span>MoveTo() <span class="overload">[1/2]</span></h2>

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          <td class="memname">void Lua.Entity.MoveTo </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="class_lua_1_1_entity.html">Entity</a>&#160;</td>
          <td class="paramname"><em>targetEntity</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
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<p>The entity will walk towards another target entity, and stop when it reaches it. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">targetEntity</td><td></td></tr>
  </table>
  </dd>
</dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a5d6cfb68967adf948db2b6c09d7dfd38">&#9670;&nbsp;</a></span>MoveTo() <span class="overload">[2/2]</span></h2>

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          <td class="memname">void Lua.Entity.MoveTo </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="class_lua_1_1_vector3.html">Vector3</a>&#160;</td>
          <td class="paramname"><em>destination</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
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<p>The entity will walk to a designed point. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">destination</td><td><a class="el" href="class_lua_1_1_vector3.html" title="Representation of 3D vectors and points.">Vector3</a> that cointains the destination point in world coordinates</td></tr>
  </table>
  </dd>
</dl>

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<h2 class="memtitle"><span class="permalink"><a href="#aa3ec8ca2693205f43b8e1e620b209018">&#9670;&nbsp;</a></span>PlayAs()</h2>

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          <td class="memname">void Lua.Entity.PlayAs </td>
          <td>(</td>
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          <td></td>
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<p>Transfers player control to this entity, only if it's a playable character. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a32545d25ff6935a006bdb6b5ad45ad9a">&#9670;&nbsp;</a></span>Seek() <span class="overload">[1/2]</span></h2>

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          <td class="memname">void Lua.Entity.Seek </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="class_lua_1_1_entity.html">Entity</a>&#160;</td>
          <td class="paramname"><em>target</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>duration</em> = <code>0</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>separation</em> = <code>-1</code>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
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<p>The entity will seek toward another target until the time runs out or it is close enough. Used in the "Follow" command. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">target</td><td>entity to follow</td></tr>
    <tr><td class="paramname">duration</td><td>how long to go. 0 means forever</td></tr>
    <tr><td class="paramname">separation</td><td>how close to get, measured in radiuses of the bigger entity. 0 means touching, -1 means standing in the same spot (not possible)</td></tr>
  </table>
  </dd>
</dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a1a0205dc1d6ab6ac54679970885490f9">&#9670;&nbsp;</a></span>Seek() <span class="overload">[2/2]</span></h2>

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          <td class="memname">void Lua.Entity.Seek </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="class_lua_1_1_vector3.html">Vector3</a>&#160;</td>
          <td class="paramname"><em>position</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>duration</em> = <code>0</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>separation</em> = <code>-1</code>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
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<p>The entity will seek toward a position for the specified amount of time (in seconds). </p>

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<h2 class="memtitle"><span class="permalink"><a href="#ac2bbfd97ccf17d7cd96fb1cf3b3c51e4">&#9670;&nbsp;</a></span>ShowBreastPhysicsOptions()</h2>

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<p>Shows a UI menu to the user that can be used to alter the breasts physics </p>

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<h2 class="memtitle"><span class="permalink"><a href="#af958d5e0ff116c025e01159d92ca620a">&#9670;&nbsp;</a></span>SpawnFemaleMicro() <span class="overload">[1/2]</span></h2>

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          <td class="memname">static <a class="el" href="class_lua_1_1_entity.html">Entity</a> Lua.Entity.SpawnFemaleMicro </td>
          <td>(</td>
          <td class="paramtype">string&#160;</td>
          <td class="paramname"><em>name</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>scale</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
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<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
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</div><div class="memdoc">

<p>Spawns a female micro from a given model name. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a347a27b3fea83b83461600b3b80ce5d8">&#9670;&nbsp;</a></span>SpawnFemaleMicro() <span class="overload">[2/2]</span></h2>

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          <td class="memname">static <a class="el" href="class_lua_1_1_entity.html">Entity</a> Lua.Entity.SpawnFemaleMicro </td>
          <td>(</td>
          <td class="paramtype">string&#160;</td>
          <td class="paramname"><em>name</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="class_lua_1_1_vector3.html">Vector3</a>&#160;</td>
          <td class="paramname"><em>position</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="class_lua_1_1_quaternion.html">Quaternion</a>&#160;</td>
          <td class="paramname"><em>rotation</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>scale</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
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<p>Spawns a female micro from a given model name. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a582caed51f918e3d7642a7ec8a227fd1">&#9670;&nbsp;</a></span>SpawnGiantess()</h2>

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          <td class="memname">static <a class="el" href="class_lua_1_1_entity.html">Entity</a> Lua.Entity.SpawnGiantess </td>
          <td>(</td>
          <td class="paramtype">string&#160;</td>
          <td class="paramname"><em>name</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="class_lua_1_1_vector3.html">Vector3</a>&#160;</td>
          <td class="paramname"><em>position</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="class_lua_1_1_quaternion.html">Quaternion</a>&#160;</td>
          <td class="paramname"><em>rotation</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>scale</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
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<span class="mlabels"><span class="mlabel">static</span></span>  </td>
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<p>Spawns a giantess from a given model name. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a1d4754cbaae699b12b11b8551973d2a3">&#9670;&nbsp;</a></span>SpawnMaleMicro() <span class="overload">[1/2]</span></h2>

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          <td class="memname">static <a class="el" href="class_lua_1_1_entity.html">Entity</a> Lua.Entity.SpawnMaleMicro </td>
          <td>(</td>
          <td class="paramtype">string&#160;</td>
          <td class="paramname"><em>name</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>scale</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
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<span class="mlabels"><span class="mlabel">static</span></span>  </td>
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<p>Spawns a male micro from a given model name. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#ad8f4dd9eec83d4df5d28efa120210ef6">&#9670;&nbsp;</a></span>SpawnMaleMicro() <span class="overload">[2/2]</span></h2>

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          <td class="memname">static <a class="el" href="class_lua_1_1_entity.html">Entity</a> Lua.Entity.SpawnMaleMicro </td>
          <td>(</td>
          <td class="paramtype">string&#160;</td>
          <td class="paramname"><em>name</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="class_lua_1_1_vector3.html">Vector3</a>&#160;</td>
          <td class="paramname"><em>position</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="class_lua_1_1_quaternion.html">Quaternion</a>&#160;</td>
          <td class="paramname"><em>rotation</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>scale</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
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</div><div class="memdoc">

<p>Spawns a male micro from a given model name. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a5bb33d1afcfac1b1452d362cb5d8bb94">&#9670;&nbsp;</a></span>SpawnObject()</h2>

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          <td class="memname">static <a class="el" href="class_lua_1_1_entity.html">Entity</a> Lua.Entity.SpawnObject </td>
          <td>(</td>
          <td class="paramtype">string&#160;</td>
          <td class="paramname"><em>name</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="class_lua_1_1_vector3.html">Vector3</a>&#160;</td>
          <td class="paramname"><em>position</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="class_lua_1_1_quaternion.html">Quaternion</a>&#160;</td>
          <td class="paramname"><em>rotation</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>scale</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
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<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
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<p>Spawns an object from a given model name. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#af93c20b6cca387d60a5368c079ae65ef">&#9670;&nbsp;</a></span>StandUp()</h2>

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          <td class="memname">void Lua.Entity.StandUp </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td></td>
        </tr>
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<p>Orders a crushed micro to stand up. Note that entities stop all behaviors when crushed. So this method is only useful when called from other entity's behavior or a global script. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a3a5c197d31f8834f8ed67f71c6157719">&#9670;&nbsp;</a></span>StartFiring()</h2>

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          <td class="memname">void Lua.Entity.StartFiring </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td></td>
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<p>If the entity is an NPC micro will start firing, and aiming if not doing so already, if there it has an aim target. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a0a8058c8b504215e492471b4e7d557d4">&#9670;&nbsp;</a></span>Stomp() <span class="overload">[1/2]</span></h2>

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          <td class="memname">void Lua.Entity.Stomp </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="class_lua_1_1_entity.html">Entity</a>&#160;</td>
          <td class="paramname"><em>target</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>If the entity is a giantess, she will stomp a target entity. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">target</td><td></td></tr>
  </table>
  </dd>
</dl>

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<h2 class="memtitle"><span class="permalink"><a href="#ad6c8d1dc736aeea69e734d3c1e884343">&#9670;&nbsp;</a></span>Stomp() <span class="overload">[2/2]</span></h2>

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          <td class="memname">void Lua.Entity.Stomp </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="class_lua_1_1_vector3.html">Vector3</a>&#160;</td>
          <td class="paramname"><em>target</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>If the entity is a giantess, she will stomp a target point. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">target</td><td></td></tr>
  </table>
  </dd>
</dl>

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<h2 class="memtitle"><span class="permalink"><a href="#aadc969ba1387cf03d80b8432705f0750">&#9670;&nbsp;</a></span>StopAiming()</h2>

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          <td class="memname">void Lua.Entity.StopAiming </td>
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          <td class="paramname"></td><td>)</td>
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<p>If the entity is an NPC micro, will stop aiming </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a9ead5c7d5e821fa285ab065b9cc3185f">&#9670;&nbsp;</a></span>StopEngaging()</h2>

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<p>If the entity is an NPC micro will stop chasing and firing </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a4d7809fc03b618624a6d7640674fe646">&#9670;&nbsp;</a></span>StopFiring()</h2>

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<p>If the entity is an NPC micro will stop firing </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a1a4cc3d2425ef3527ab0692f4c2a9ca3">&#9670;&nbsp;</a></span>UnequipGun()</h2>

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<p>If the entity is an NPC micro, will unequip gun if it currently has one equipped. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a6be24874965a4015e7fd8244fa345220">&#9670;&nbsp;</a></span>UpdateMeshCollider()</h2>

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<p>[Slow operation] Forces the update of the collider. This is a slow operacion, don't update the mesh every frame, don't use inside a loop. </p>
<p>It updates the mesh collider of a giantess by copying all the vertices, splitting them into each bone, and the baking a new mesh for each collider. It may be a O(n^2) operation depending in the number of vertices the model. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a58a5bb200f7182dea5e622f036f05bf3">&#9670;&nbsp;</a></span>Wait()</h2>

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<p>The entity will wait for the specified amount of time. </p>
<dl class="params"><dt>Parameters</dt><dd>
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<h2 class="memtitle"><span class="permalink"><a href="#aa4d1d044edd1f9b9dfb4b310c49b8761">&#9670;&nbsp;</a></span>Wander() <span class="overload">[1/2]</span></h2>

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<p>The entity will wander without stopping. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a9858a940de17a0405da24bff1d834970">&#9670;&nbsp;</a></span>Wander() <span class="overload">[2/2]</span></h2>

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<p>The entity will wander during the specified amount of time. </p>
<dl class="params"><dt>Parameters</dt><dd>
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<h2 class="memtitle"><span class="permalink"><a href="#a5690c11c287139f6d5b5171f5d4189e9">&#9670;&nbsp;</a></span>Wreck()</h2>

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<p>The enitity will aggressively stomp in an attempt to wreck everything </p>

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<h2 class="groupheader">Property Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#a13c1350817e444010fcbaff8d224039e">&#9670;&nbsp;</a></span>ai</h2>

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<p>The ai component controls the ai behaviors of the entity. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#acf080bfbeeb3a6308c2fdd4cc4993e81">&#9670;&nbsp;</a></span>animation</h2>

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<p>Component for controling the animation of humanoid entities. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a1873494f26c8f90c79254b43d25d47f7">&#9670;&nbsp;</a></span>baseHeight</h2>

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<p>Base model height of this entity. </p>
<dl class="section return"><dt>Returns</dt><dd></dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a8d4bdecb96c327395e5ddbde88608cf4">&#9670;&nbsp;</a></span>bones</h2>

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<p>Access the bone transforms of the model (head, hands, feet, etc). </p>
<dl class="section return"><dt>Returns</dt><dd></dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a7dfc341caa3b11cc42ef45226689741c">&#9670;&nbsp;</a></span>CanLookAtPlayer</h2>

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<p>Whether or not a Giantess entity can look at the player. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#ae0c707512eed832f2211ace61d3be75d">&#9670;&nbsp;</a></span>dict</h2>

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<p>A dictionary associated to this entity. It can be used to store and exchange arbitrary data between scripts. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a6b6baf8292fe2447ad0620722bc24526">&#9670;&nbsp;</a></span>height</h2>

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<p>The height of this entity. </p>
<dl class="section return"><dt>Returns</dt><dd></dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a7776e8422e86d2ab5670ca314a65aab5">&#9670;&nbsp;</a></span>id</h2>

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<p>Get the id associated to this entity. </p>
<dl class="section return"><dt>Returns</dt><dd></dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a42cd1e5e507a1e79eb1161799564da88">&#9670;&nbsp;</a></span>ik</h2>

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<p>Inverse Kinematics for the model </p>
<dl class="section return"><dt>Returns</dt><dd></dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a133133afe701b7ca4f0e2d6632beae33">&#9670;&nbsp;</a></span>maxSize</h2>

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<p>The max scale for this entity. </p>
<dl class="section return"><dt>Returns</dt><dd></dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#ac821c347ba04965d00132f02e88adecd">&#9670;&nbsp;</a></span>metricHeight</h2>

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<p>The height of this entity in meters relative to the current map. If you want to set height in a unit other then meters you can convert it with <a class="el" href="class_lua_1_1_mathf.html#ab274b83f44ab3e9457e67f949097bc27" title="Converts a strings length into meters that can be used to scale entities height.">Mathf.ConvertToMeter</a> </p>
<dl class="section return"><dt>Returns</dt><dd></dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a642603e2952e4fcea70979837049f813">&#9670;&nbsp;</a></span>minSize</h2>

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<p>The min scale for this entity. </p>
<dl class="section return"><dt>Returns</dt><dd></dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#acd67b39a7c95e3cb87171073c2877de1">&#9670;&nbsp;</a></span>modelName</h2>

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<p>Name the model of this entity. </p>
<dl class="section return"><dt>Returns</dt><dd></dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#aa9723210eb2494461ff12c55b52e8844">&#9670;&nbsp;</a></span>morphs</h2>

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<p>Control the morphs of the entity. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a2845d63d6164b33ee49f760211fa4116">&#9670;&nbsp;</a></span>movement</h2>

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<p>Manages the movement of the entity. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a8155b6c6ef0f0630ec7e818dd4cdaec4">&#9670;&nbsp;</a></span>name</h2>

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<p>The name of this entity. </p>
<dl class="section return"><dt>Returns</dt><dd></dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#ad8bd97d98fddc9b89f8410512b502c3f">&#9670;&nbsp;</a></span>position</h2>

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<p>Get the current position on world space of this entity. </p>
<dl class="section return"><dt>Returns</dt><dd></dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a56d48f666679b251eefa10e6f65bbb60">&#9670;&nbsp;</a></span>rigidbody</h2>

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<p>Control the physics of the <a class="el" href="class_lua_1_1_entity.html" title="A Entity represents Characters and Objects">Entity</a>. Normal objects don't come with physics by default, but player and npc they have it for movement. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a784673c0e6fbf29381a309a5df0ee10e">&#9670;&nbsp;</a></span>scale</h2>

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<p>The scale of this entity. Use this instead of the transform when possible. </p>
<dl class="section return"><dt>Returns</dt><dd></dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a9a5a67b2da9b9d95e31c766aa68760ee">&#9670;&nbsp;</a></span>senses</h2>

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<p>Manages the senses of the entity such as the vision. </p>

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<a id="af00214fc6ff19d22818d8d0810630cea"></a>
<h2 class="memtitle"><span class="permalink"><a href="#af00214fc6ff19d22818d8d0810630cea">&#9670;&nbsp;</a></span>shooting</h2>

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<p>Manages the shooting of the entity. </p>

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<a id="a51edf8c42bd2acb730ae73d045341320"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a51edf8c42bd2acb730ae73d045341320">&#9670;&nbsp;</a></span>transform</h2>

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<p>The transform component associated to this entity. It contains data about the position, rotation and scale used by the Unity Engine. </p>

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<hr/>The documentation for this class was generated from the following file:<ul>
<li>LuaEntity.cs</li>
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